War Robots Strategy with Suggestions, information

Periods of Challengebefore-fight
Having a nicely balanced hangar is important. You should have at least one quick robot to get beacon running, a few powerful Knife Fighters and based on the number of hangar slots a midrange or long array service or sniper.
Starting with a beacon knife or runner fighter is generally believed to be the best alternative; beginning with a very long range service robot is frowned upon by many players.
In the event that you really like the support role, begin with a different robot and then if it’s appropriate bring in your preferred sniper or artillery unit.
Spawning
as soon as your Robot first looks on the map you will find a countdown timer because the game waits for all of the players to look (spawn). Utilize this time until the match starts to pan around and get your bearings and observe what robots and weapons that your team mates have selected and where the nearest beacons are. This will give you a fantastic idea who is likely to go for beacons and also what sort of service you will have during conflict.
It’s important for your group to capture both beacons nearest to your own spawn point (the point on the map where your team start) as quickly as possible. If your group is made up with mainly light robots then this should be easy. However if they are mainly slower robots and you’re in a diminished robot also – then you may have to capture the beacon you’re nearest to.
It may be annoying to have to go to get a beacon a quicker or closer team mate should have caught. But not capturing both of your side beacons early is your quickest way to eliminate the match.

Get your side Beacons

A Beacon is a place on a map which may be captured by either group. Whether you win or lose is dependent upon the number of beacons your team has recorded. (unless you can kill all the enemy robots until the countdown timer expires)
The number of beacons captured correlates to how quickly the team’s colour bar is drained. In case the Enemy has three beacons, then the Allied shade bar will decrease much quicker than previously. Therefore, it’s essential to capture as many beacons as you can slow the corrosion of the team’s pub and speed up the corrosion of theirs.
Holding less beacons than the enemy is the principal reason for losing a match.
The Center Beacon
The contested beacon is the center beacon. This beacon is usually in the middle of the map and equally far from each team’s spawn point.
At the beginning of the game this beacon will mainly be attacked with Cossacks or other light robots. Your team will have to get to that beacon initially and put into position to defend it. In maps like Dead City or even Shenzhen the middle beacon has no cover, so the approach to acquire there is to destroy any enemies until they reach the beacon. Nonetheless, in maps like Springfield or even Yamantau, the beacons have a great deal of cover so if you can get into the beacon first it’s possible to get behind cover and attempt to eliminate any enemy robots which attempt to take it from you. If your group mates do their job then one of them will advance to assist you. The Job of the first robot to reach the beacon is to hold it long enough to get their group partners in slower, more powerful robots to get into position to defend it.
The Enemy’s Beacons
If your group is still successfully holding the centre beacon, or if it’s too strongly maintained by the red group, you may choose to try and capture the enemies home beacons. You may also have to try and re-capture any beacons you’ve lost. Fast light robots are perfect for this, but often you just have to use what you have. Should you find a quicker robot going to get a beacon and you’re in a better equipped robot it’s possible to head off or distract any members of the Red group that might attempt to stop them.
End Game
Be ready to alter tactics where necessary – and keep your eye on the Beacon Bar and Beacon indicators – that they will inform you if you can play defensively, or if you want to create a last ditch assault to capture beacons held from the red group.
Caveat
While beacons are critical, keep in mind that a team may also win or lose by ruining or having their robots destroyed. So be aggressive, not reckless on your attempts to capture and hold beacons.

Light Robots
The beginning robot, the Destrier, is a quick versatile robot with relatively high hit points. Best equipped with two equal weapons it could fill many different rolls in the early game. GAU Punishers are the most common short range weapon because of its high damage, but EE Aphids, AC Molots and SURA-F Pinatas work nicely.
The Cossack, although brittle, is great at catching beacons because of its jump ability and higher speed. Early in the game you get a restricted choice of weapons. Best advice is to put to a GAU Punisher T (Twin) and jump into the action.
The Sch├╝ltze is an often under appreciated robot. It’s a quick and demanding little robot that’s a bit more limited with only a single hefty hardpoint. Equip it with an ECC Thunder and it’s capable of massive amounts of damage at close range. Also, it would be good to mention this little monster has the highest health of any light robot (unless you count the Gareth plus it’s shield), so you can survive a few encounters with other light robots and perhaps medium robots.
The Gepard was the best light robot in the game, before Stalker and Gareth introduction. Now it is not even the quickest bot, and you’re better off buying Gareth for this sum of gold. Two great things about Gepard are: maximum rate at first degree (however, he is NOT fastest robot there’s ), and also three weapon slots.
Gareth, like the Gepard it prices gold. The couple things it’s against it include splash damage and massive sustained damage (The former can ignore the shield( the latter breaks it fast ).

Medium Robots
Combat Strategies
When using a Light robot, relying on teamwork is crucial – unless you’re heading to get a beacon permit the heavier robots to go ahead of you when confronting enemy robots. You are able to support your teammates by assisting them pick weaker robots while catching Beacons. Allow the heavies put down fire to the heavier enemy robots. They will also act as a bullet shield for you, as heavies will be spearheading the assault.
For ruining a more powerful robot such as a Boa, attempt to work together with another team mate. One participant can attempt to distract the enemy by hitting him ducking behind cover, while the other flanks them. Concentrated fire is key to getting down a more powerful opponent.
Retreat when you see a robot with a couple of SURA-F Pinatas or an ECC Thunder. Become familiar with the strength and range of weapons and attempt to remain out of range of the more powerful ones.
Engaging the enemy
Try to avoid head to head battle with a more powerful opponent (The Gareth can triumph in encounters like this, unless stated robot possesses splash damage or is a Galahad.) . Continue moving, and attempt to strafe (alternate dodging left & right) your opponent so as to cut the amount of damage you take. Most weapons are somewhat less accurate with a moving goal with only a proportion of projectiles hitting you.
Some bots setups are more suited to fast hit and run tactics. For these it is recommended to sneak behind the enemy and dispatch them until they could react.
Prior to a robot duel you always need to check who your opponent is before participating. To do this, simply stand beside the end of a wall and flip your camera to view around the wall. In the event the enemy is more powerful than you, war robots hack recommended!